Well we don't have much else to do. Dave likes guns and I want to demonstrate head-tracking, together we find common ground in the Apache's awesome Bushmaster cannon.
Gun cam (early HUD) |
In the space on an hour (while formulating this blog entry) we have sound effects and a totally oversized effect spewing from our Apache.
Our first pass specification is as follows:
- Flash object and 'glow' material
- Bushmaster cannon sound effect (done)
- Easy arming mode and gun select
- WEP page already has burst select mode (arm symbology)
- Pilot/copilot acquisition of gun control
- Slave movement to head tracker
- Ballistic calculation
- Ground target pivot (invisible) used to minimize parallax errors from dual seat lag.
- Explosion and fire effect (heh, easy to do badly, hard to do right).
OK, time to put on some coffee and do some research. LEEEEEEROOOOOOOOOY JENKINS!!!!!
Yes yes yes!!! Finally!;) was looking forward to since probably the year will how look like bursts of fire and explosions;)
ReplyDeleteFor me it is just as important as all the rest:)
When it comes to smoke, and explosions for me is the king Apache air assault-is simply a world championship.
I would very much want the FLIR was similar to that in this game.Good luck;)
Well the FLIR will no doubt evolve over time but it will have to wait.
ReplyDeleteThe earlier shader I made used light amplification. For FLIR we'd use a glow map in a texture channel. One for every hot object. MTADS has some level of edge or contrast enhancement which we would apply in a post process.
I'm sure we can make it look very good.
Don't expect too much for a weeks work, we're getting the rough end in.